
From Lee Petty and Double Fine Productions, Keeper is a story told without words, in which a long-forgotten lighthouse is awakened and, joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship, and an unexpected journey into realms beyond understanding.




Ricevi una notifica istantanea quando il gioco raggiunge lo sconto desiderato
Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Spanish (LatAm) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Easily one of the most impressive visual experiences in all of videogames. Ever. If you think the trailer goes places... just wait till you see the second half of the game. This is so special.
I've lately been on a binge of art games, interestingly different interactive experiences and all that is masterfully deviant in gaming. And I can tell you this game is a work of art in every sense of the word. Lee Petty's best work yet. It's a scape of environment, concepts, feelings, meaning, sound, that you traverse organically. There is no HUD, there is no score, there is no combat, there is nothing that can detract from the lush, richly imagined world that you traverse just guided by your curiosity and wonder. Visually, it looks like the sort of beautiful game concept art you may have seen long before a game release, art that usually looks nothing like the final product, even if the final product is beautiful. In Keeper's case, it's like the concept art came to life and *is* the product. This game, and I am not exaggerating, is like a painting almost every single frame of the expe
I was immediately attracted to Keeper by the unique artwork. The game looked drop-dead gorgeous. And, it is. Unfortunately, the surreal and colorful landscape is about all it has to offer. As I played through, the word that came to mind was “soulless.” Keeper is a beautiful experience with very little underneath. What you see is all that you get. The story centers around a broken lighthouse that travels with a companion bird. Despite overwhelming obstacles and two changes in physical form, our lighthouse and bird ultimately make it to the mountain top. What is driving them forward or what awaits them at the end of their sojourn is never quite clear. You are continually challenged to find your way through obstacles. Usually this involves a mechanical puzzle that is solved with the help of your bird friend. Most are obvious, but some require the prerequisite gathering of objects or creat
Great little short experience, definitely more on the artsy side. BOY OH BOY WOULD I LOVE TO BE ABLE TO CONTROL THE CAMERA DIRECTLY, THOUGH.
Things I love about it, that some gamers out there will potentially hate: • It’s short, but in my case it means it didn’t overstay its welcome. • The story is cryptic, especially by today’s standards. Forget about tedious, uncanny exposition. No, scratch that - forget about exposition altogether. The interpretation is yours, and yours alone. • The gameplay is light on the “mechanics” side of things. You mostly travel (by walking, sailing, and rolling) and solve really easy puzzles here and there. The only times I got stuck happened because I didn’t pay attention and stubbornly pushed where the game didn’t want me to go yet. • Its main focus is not your typical challenges or competition, but a magical, otherworldly adventure and an evocation of childlike awe (and boy, does it do it plenty). • The music is one of the best scores I’ve had the pleasure to listen to. Just like the gameplay, i
Keeper Proves Double Fine Still Makes Magic Tim Schafer and Lee Petty’s work at Double Fine has shaped gaming in ways most people overlook. They’ve proven time and again that games can be meaningful, weird, and beautiful all at once. I had no idea how bold Keeper would feel. Controlling a walking lighthouse with a bird companion in a world that feels part dream, part ecosystem experiment is such a weird, beautiful idea it almost sounds insane. But it works. If you’ve ever wished games would trust your sense of wonder more than hand holding, this one might speak to you. Visually it hits in a way few games dare. Lush overgrowth, glowing fungi blooms, tendrils in the dark and each area feels alive and mysterious. The lighting, reflections, layered flora and surreal architecture combine into an environment you want to pause and stare at. There’s this quiet rhythm to the world that make
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